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  <span class="xr_tc xr_s0" style="left: 275px; top: -14px; width: 127px;font-family:Times New Roman;"><span class="xr_s4" style="">What is Spriter</span></span>
  <span class="xr_tl xr_s1" style="top: 50px;">Spriter enables the &#8220;modular&#8221; method of animating where, instead of each frame being a single complete </span>
  <span class="xr_tl xr_s1" style="top: 68px;">image, it is constructed from many small, re- useable images (such as body parts). Each of these images </span>
  <span class="xr_tl xr_s1" style="top: 85px;">that are used to construct the full frame can be scaled and rotated to further increase the &#8220;mileage&#8221; an </span>
  <span class="xr_tl xr_s0" style="top: 103px;font-family:Times New Roman;"><span class="xr_s1" style="">artist can get from them.</span></span>
  <span class="xr_tl xr_s1" style="top: 121px;">This modular method of animating offers many benefits for several aspects of a game&#8217;s development and </span>
  <span class="xr_tl xr_s0" style="top: 139px;font-family:Times New Roman;"><span class="xr_s1" style="">the final finished product:</span></span>
  <span class="xr_tl xr_s1" style="top: 180px;">Time! Because an artist will be reusing a handful of modular images to create all of the frames for a </span>
  <span class="xr_tl xr_s0" style="top: 197px;font-family:Times New Roman;"><span class="xr_s1" style="">character or effect, there will be much less time spent tweaking and polishing.</span></span>
  <span class="xr_tl xr_s1" style="top: 238px;">Iteration! Let&#8217;s say it becomes necessary to change an otherwise finished character&#8217;s head design. Instead </span>
  <span class="xr_tl xr_s1" style="top: 256px;">of the huge task of redrawing or editing the head in every single frame of full frame animations, the artist </span>
  <span class="xr_tl xr_s1" style="top: 274px;">would only need to change the handful of the head images that are used across all frames, turning a huge </span>
  <span class="xr_tl xr_s0" style="top: 291px;font-family:Times New Roman;"><span class="xr_s1" style="">task into a quick and painless one.</span></span>
  <span class="xr_tl xr_s1" style="top: 332px;">Tweaking... Because the modular images (body parts) can be freely nudged around or rotated, it becomes </span>
  <span class="xr_tl xr_s1" style="top: 350px;">much easier for a non-artist to make tweaks that might be necessary for gameplay, and very easy for the </span>
  <span class="xr_tl xr_s0" style="top: 368px;font-family:Times New Roman;"><span class="xr_s1" style="">artist to go and re-address whatever tweaks the designer needed to make.</span></span>
  <span class="xr_tl xr_s1" style="top: 409px;">Character variations! Not only does this method allow for super fast and painless creation of alternate </span>
  <span class="xr_tl xr_s1" style="top: 426px;">characters based on the data of another character, it also allows for an extremely time and memory </span>
  <span class="xr_tl xr_s1" style="top: 444px;">efficient way of creating all the variations of a character which can change throughout a game (such as </span>
  <span class="xr_tl xr_s0" style="top: 462px;font-family:Times New Roman;"><span class="xr_s1" style="">collecting power-ups and new equipment). (coming soon)</span></span>
  <span class="xr_tl xr_s1" style="top: 503px;">Huge savings of file and heap space. Instead of each frame of animation being a large complete image, </span>
  <span class="xr_tl xr_s1" style="top: 521px;">it&#8217;s simply a tiny amount of data storing the position, rotation etc of each small and re-used &#8220;body part&#8221; </span>
  <span class="xr_tl xr_s0" style="top: 538px;font-family:Times New Roman;"><span class="xr_s1" style="">image. The larger and more robustly animated your characters and effects, the greater the savings will be.</span></span>
  <span class="xr_tl xr_s1" style="top: 579px;">Spriter also offers a wonderfully natural and visual way of editing critical aspects of actual gameplay! </span>
  <span class="xr_tl xr_s1" style="top: 597px;">Here&#8217;s how:</span>
  <span class="xr_tl xr_s1" style="top: 638px;">Per frame, you&#8217;ll be able to trigger multiple sound samples (with volume control) in an animation. </span>
  <span class="xr_tl xr_s0" style="top: 656px;font-family:Times New Roman;"><span class="xr_s1" style="">(coming soon)</span></span>
  <span class="xr_tl xr_s1" style="top: 697px;">Per frame, you will be able to place and name an unlimited number of &#8220;action points&#8221;. Perfect for telling </span>
  <span class="xr_tl xr_s0" style="top: 714px;font-family:Times New Roman;"><span class="xr_s1" style="">the game where to spawn bullets or anchor other sprites etc. (Pro version) (coming soon)</span></span>
  <span class="xr_tl xr_s1" style="top: 755px;">Per frame, you will be able to place, name AND set an alpha or numeric value for an unlimited number </span>
  <span class="xr_tl xr_s0" style="top: 773px;font-family:Times New Roman;"><span class="xr_s1" style="">of collision rectangles! (Pro version) (coming soon)</span></span>
  <span class="xr_tl xr_s1" style="top: 814px;">All with ease and immediate visual or audio feedback within the editor. You will also be able to create an </span>
  <span class="xr_tl xr_s1" style="top: 832px;">unlimited number of &#8220;variables&#8221; for any &#8220;character&#8221; (a character is a set of animations) and trigger the </span>
  <span class="xr_tl xr_s1" style="top: 849px;">change of any variable at any frame of any animation! (Pro version) These features will allow for an </span>
  <span class="xr_tl xr_s1" style="top: 867px;">incredibly easy and natural way of tweaking actual aspects of game-play within this easy-to-use and </span>
  <span class="xr_tl xr_s1" style="top: 885px;">highly visual editing tool.</span>
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